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Member Since 25 Sep 2002
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#5312776 I am alone

Posted by on Yesterday, 12:47 AM

I overstated for emphasis. Obviously playing games has some relevance to design in that it gives you an idea of some of the things that are good or bad. But it's not some marketable experience that's worth mentioning because a) everyone who goes in to the field has it, and b) it gives you a general idea but no actual useful skills and does not equate to practice.

Consider your analogy to a sports player; of course they have to practice, and they're doing the exact things they will do on the field when they practice. Playing games is not doing the exact things as designing games, so it doesn't make good practice. A more fair comparison would be that playing games is like watching sport - it gives you some general ideas about what does and doesn't work, but no practical experience to put it to use.

#5312771 I am alone

Posted by on 26 September 2016 - 11:41 PM

Firstly, take a read through Chris DeLeon's Frank Look at Making Videogames Professionally.  In short, making games is hard and involves a lot of work that isn't necessarily fun or exciting, especially if you're working independently and have to do your own sales and marketing.  It's nothing like playing games, and although it's likely that most game developers have (or had) at least some interest in playing games, all your years of playing are completely irrelevant.


Writing down all the game ideas is not a major part of game making -- that's just a small part of designing a game, and a good game designer does a lot more than this.

Producing art is absolutely a valuable skill, but can you just draw (useful for concept art, but not necessarily directly usable in a game) or can you translate that to creation of digital artwork?



If you don't already have a programmer on board a Kickstarter campaign is extremely unlikely to be successful -- even then it's far from a sure thing -- a lot of teams with a proven track record and a working demo of their game don't manage to raise funds successfully, so your chances of succeeding without those things are very low.



Perhaps you could use your art skills to join an existing project or partner with a programmer to get some experience, or look into a job in the industry?  


Have you tried attending industry events to make contacts?  See if the IGDA has a chapter in your local area that does meetups.  Consider events such as GDC.

#5307974 Does anyone have any advice for my unique situation?

Posted by on 26 August 2016 - 12:16 AM

A complete design document is not a prototype.


A complete and playable rule-set for a table top game is a complete game, and could certainly be considered a valid prototype for a video game; prototyping with pen and paper, cards, or as a board game is actually quite a common technique in the industry.



A design document and a playable rule set are not the same thing... which do you actually have?  Last time you published a design document (around 8 years ago) was certainly not a playable rule set for a table-top game, but if you have such a thing you could certainly attract attention with it.



...and yes, you appear to have the attitude problem Oberon_Command describes -- if that isn't your intent you may wish to try to refine your communication -- this is the major sources of your problems trying to have discussions.



(Note: the above is my personal opinion as another member of the community and does not represent the site itself.  I am specifically not responding as a moderator or member of staff.)

#5306122 Is it pathetic to never get actually helpful answers here?

Posted by on 16 August 2016 - 04:11 AM

Some of the language being used in this topic is not appropriate for these forums; this is a grown-up forum where course language is sometimes accepted, but we do not tolerate insults or abusive language directed at other members.

#5304988 What Would You Do If...

Posted by on 09 August 2016 - 05:02 PM

about 8 years ago where I went by the name "Pirate Lord"


Ah, so that's why your handle and name sounded familiar.


I'm sorry, but we're not doing this again. (Pirate_Lord user profile and content for anyone interested).



At best you're a very egotistical armchair designer with a severe case of Dunnning-Kruger, severe lack of communication skills and stubborn resistance to the ideas of taking input from others or putting in any substantial effort to actually implement your game.


At worst, you're a very persistent troll.



Either way it's very obvious that you haven't learned anything, improved your communication, or actually done anything useful with your "designs" in almost a decade since you last posted, and I see no reason to believe you will do anything other than waste everyone's time and provoke argument if you are allowed to stay.



If you want to return to this community you need to get permission first.  You won't get that permission unless you can somehow demonstrate that your presence here can be constructive and add value to the community: as it is, you dismiss any input and constantly belittle the entire industry whilst insisting your unimplemented ideas are better than anything the industry is able to produce.  You also waste people's time posting huge walls of text which don't actually communicate much (if any) information.


...and just for reference, when you said that some of what Hodgman posted was the basis of your idea, those were actually very basic things that everyone with basic formal education in Computer Science understand.  Your idea probably isn't as special as you think, and your stubborn refusal to properly discuss any actual details and insistence on dismissing the industry has prevented you from discovering this.



Good bye, and good luck.

#5304595 What Would You Do If...

Posted by on 08 August 2016 - 01:24 AM

I assume you'll just dismiss this as 'another person' not realising/understanding and ignoring you, but:

1). Those games you mention are not "forgotten", but rather some notable games from an industry that is very much alive and well and has continued to produce many similarly detailed and complex (as well as simpler) games since.

2). It's extremely improbable that you have what you think you have given your means of presentation.

#5303605 Only 12 Enemies, And My Fps Drops To 30, Why Is That?

Posted by on 02 August 2016 - 02:34 AM

I edited the "solved" out of your topic title; we generally discourage doing that, as it makes it less likely people will continue to read and respond to your topic, which might otherwise still have valuable conversation - you even ended with a question that may not be answered if noone checks.

Hopefully code taken from tutorials will be correct (sadly not always the case), but it's very commonly not optimised, and when glueing together code from different tutorials you might also introduce inefficiencies yourself: never assume your code will be optimised because it's from a tutorial, and always take actual measurements with a profiler rather than guessing blindly. :)

#5303465 Pokemon Go. Similar Ideas?

Posted by on 01 August 2016 - 08:39 AM

I shared an idea for an augmented reality game with a paranormal investigation theme a few years ago: http://www.gamedev.net/topic/620562-mobile-augmented-reality-game-idea-paranormal-investigation/

I still think it could be a good theme for that sort of game. I think the Pokemon branding is largely responsible for the success of Pokemon Go, but it's likely to be a genre that will advance and improve in gameplay over the next few years.

#5301942 Is It Really That Nonsensically Impossible To Have A Successful First Game Pr...

Posted by on 22 July 2016 - 06:46 AM

However, the probability of having a successful first project is about the same as winning the lottery.

Not necessarily true. Define success.
A good definition to work with might be sustainable success; successful enough to properly fund further development.

#5299729 What Language Is Best For Game Programming?

Posted by on 07 July 2016 - 10:00 PM

I am looking for a programming language(s) that:


  • Easily have a GUI ( pop-out window ) with code, not anything external
  • Doesn't matter if its really hard or really easy
  • Works on Linux ( My current OS ) windows and Mac OS
  • Can be executed by being clicked on ( Feel stupid for asking this, but I think I need to for some reason )


Any random language you're likely to choose will very likely offer all of that functionality, with the note that some choices (such as Python) may require an additional packaging step to produce a "clickable" executable for some target platforms.



I know it will be more than one language for the different OS's.


Actually, most popular languages you might be likely to choose from (C#, Python, Java, C++, etc.) will work on all of your listed target platforms. 



As ApochPiQ's linked post says, the correct answer to your particular question is really "it doesn't matter".  Given your list of requirements any popular mainstream language will meet your needs.  My suggestion would be to look up beginner tutorials for each language you might be considering, read through a few of them for each, and choose the one that you feel might be most comfortable for you: then just dive in and start learning that language.  You can't really make a wrong choice!



If I'm asked to make a recommendation (and again: you can't really make a wrong choice, so any other option you're likely to choose is equally ok) I would personally suggest C#:

  • It's well supported, and can be used on all of your listed target platforms and more.
  • It's reasonably popular, so there are plenty of learning resources and examples available.
  • It can be used with popular libraries (such as MonoGame) or a popular engine (Unity), offering you some flexibility in that regard.
  • There are good tools available.

To drive it home one last time though, a similar list could be written for other popular languages such as Java or C++.

#5298570 Starting New Game And I Don't know what to do

Posted by on 29 June 2016 - 06:10 PM

What you've described is a basic outline of a story, you haven't said anything about the actual game: is it 2d or 3d? Platformer, RTS, shooter, something else?

What is the player's role? Are they one of the spies?

If you want to make a fun game focus on the actual game rather than the story - the same game could be given a different story with elves and wizards but essentially be the same gameplay.

#5297519 Paypal policy versus game characters designs

Posted by on 21 June 2016 - 07:35 PM

(you know what I refer to)

Actually, it's not at all clear what you're talking about; I'm going to take a guess that maybe you mean over sexualised characters, or do you mean something else? For clarity of communication please just actually say what you mean.

That aside, what does PayPal have to do with the content of your game? Are you planning to make a web-based game and use PayPal as your payment processor? You mentioned Google Play Store... were you aware that it has it's own terms of service (https://play.google.com/about/play-terms.html), developer agreement (https://play.google.com/about/developer-distribution-agreement.html), etc.?

#5272917 Beginner-friendly language implementations with great portability, performanc...

Posted by on 27 January 2016 - 07:29 PM

I suspect C# is probably the language you want - do you have any objections to it other than some vague idea that MS might at some point go back on their patent promise?

#5263789 Buying a game for private server

Posted by on 27 November 2015 - 04:22 AM

Does that mean you've already been discussing the game with someone at the company?

If so, your best bet is just to ask them directly, and if they're unable to help you personally you can then ask if they can put you in contact with someone who can.

It's likely however that getting the game running again will be more difficult than you may be imagining, if it's even possible at all. If the game was abandoned as unprofitable it may not have been kept in an easily working state.

#5262174 Copyright Music, questions.

Posted by on 15 November 2015 - 04:59 PM

Your music is copyrighted automatically as soon as you create it, for free and without you taking any special action.

In some jurisdictions however, you may be required to register the copyright if you need to take legal action, whilst in others this is not required but may strengthen your case.

Even with a registered copyright however your work isn't necessarily safe from being copied. To protect your work in a case of infringement you need to go to court, which can potentially cost quite a bit of time and money. Are you willing to spend time and money to defend your rights if someone infringes? If the answer is no, then you may as well also save the money on registration. :)

As for how to apply the copyright, I didn't even realise protecting it as an album was an option, I've always just assumed it would be each individual track.

I am not a lawyer, and none of the above is formal legal advice. If you're serious about going into business for profit you should probably take the time to speak to a proper qualified lawyer about these things. :)